mirror of
https://github.com/scummvm/scummvm.git
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269 lines
8.6 KiB
C++
269 lines
8.6 KiB
C++
/* ScummVM - Graphic Adventure Engine
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*
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* ScummVM is the legal property of its developers, whose names
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* are too numerous to list here. Please refer to the COPYRIGHT
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* file distributed with this source distribution.
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*
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* This program is free software; you can redistribute it and/or
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* modify it under the terms of the GNU General Public License
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* as published by the Free Software Foundation; either version 2
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* of the License, or (at your option) any later version.
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*
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* This program is distributed in the hope that it will be useful,
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* but WITHOUT ANY WARRANTY; without even the implied warranty of
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* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
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* GNU General Public License for more details.
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*
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* You should have received a copy of the GNU General Public License
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* along with this program; if not, write to the Free Software
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* Foundation, Inc., 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301, USA.
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*
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*/
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#include "bladerunner/script/scene_script.h"
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namespace BladeRunner {
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enum kMA01Loops {
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kMA01LoopInshotRoof = 0,
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kMA01LoopMain = 1,
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kMA01LoopOutDoorAnim = 3,
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kMA01LoopOutshotRoof = 4
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};
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enum kMA01Exits {
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kMA01ExitMA06 = 0,
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kMA01ExitSpinner = 1
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};
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void SceneScriptMA01::InitializeScene() {
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Setup_Scene_Information(381.0f, 0.0f, 54.0f, 992);
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if (Game_Flag_Query(kFlagSpinnerToMA01)) {
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Setup_Scene_Information(381.0f, 0.0f, 54.0f, 992);
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}
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if (Game_Flag_Query(kFlagMA06toMA01)) {
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Setup_Scene_Information(1446.0f, 0.0f, -725.0f, 660);
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}
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Scene_Exit_Add_2D_Exit(kMA01ExitMA06, 328, 132, 426, 190, 0);
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if (Game_Flag_Query(kFlagSpinnerToMA01)) {
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Scene_Exit_Add_2D_Exit(kMA01ExitSpinner, 234, 240, 398, 328, 2);
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}
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Ambient_Sounds_Add_Looping_Sound(101, 90, 0, 1);
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Ambient_Sounds_Add_Looping_Sound(99, 40, -100, 1);
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Ambient_Sounds_Add_Looping_Sound(100, 40, 100, 1);
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Ambient_Sounds_Add_Sound(68, 10, 100, 25, 50, 0, 0, -101, -101, 0, 0);
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Ambient_Sounds_Add_Sound(69, 10, 100, 25, 50, 0, 0, -101, -101, 0, 0);
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Ambient_Sounds_Add_Sound(375, 10, 70, 50, 100, 0, 0, -101, -101, 0, 0);
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Ambient_Sounds_Add_Sound(376, 10, 70, 50, 100, 0, 0, -101, -101, 0, 0);
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Ambient_Sounds_Add_Sound(377, 10, 70, 50, 100, 0, 0, -101, -101, 0, 0);
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if (Game_Flag_Query(kFlagMA06toMA01)) {
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Scene_Loop_Set_Default(kMA01LoopMain);
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Game_Flag_Reset(kFlagMA06toMA01);
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} else {
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Actor_Set_Invisible(kActorMcCoy, true);
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Game_Flag_Set(273);
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Scene_Loop_Start_Special(kSceneLoopModeLoseControl, kMA01LoopInshotRoof, false);
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Scene_Loop_Set_Default(kMA01LoopMain);
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}
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if (Game_Flag_Query(409)) {
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Actor_Set_Goal_Number(kActorGaff, 3);
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Game_Flag_Reset(409);
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}
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}
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void SceneScriptMA01::SceneLoaded() {
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Obstacle_Object("WRENCH", true);
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Unobstacle_Object("OBSTICLEBOX01", true);
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Clickable_Object("WRENCH");
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Unclickable_Object("Y2 PADRIM 01");
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Unclickable_Object("Y2 PADRIM 02");
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Unclickable_Object("NGON01");
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}
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bool SceneScriptMA01::MouseClick(int x, int y) {
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return Region_Check(286, 326, 348, 384);
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}
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bool SceneScriptMA01::ClickedOn3DObject(const char *objectName, bool a2) {
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return false;
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}
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bool SceneScriptMA01::ClickedOnActor(int actorId) {
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return false;
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}
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bool SceneScriptMA01::ClickedOnItem(int itemId, bool a2) {
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return false;
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}
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bool SceneScriptMA01::ClickedOnExit(int exitId) {
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if (Actor_Query_Goal_Number(kActorZuben) == 21) {
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return true;
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}
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if (exitId == kMA01ExitMA06) {
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if (Actor_Query_Goal_Number(kActorZuben) == 20) {
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if (!Loop_Actor_Walk_To_XYZ(kActorMcCoy, 1446.0f, 0.0f, -725.0f, 72, 1, false, 0)) {
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Actor_Set_Goal_Number(kActorZuben, 21);
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Scene_Exits_Disable();
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}
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} else if (!Loop_Actor_Walk_To_XYZ(kActorMcCoy, 1446.0f, 0.0f, -725.0f, 12, 1, false, 0)) {
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Ambient_Sounds_Remove_All_Non_Looping_Sounds(true);
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Ambient_Sounds_Remove_All_Looping_Sounds(1);
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Game_Flag_Set(kFlagMA01toMA06);
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Set_Enter(kSetMA06, kSceneMA06);
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}
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return true;
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}
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if (exitId == kMA01ExitSpinner) {
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if (!Loop_Actor_Walk_To_XYZ(kActorMcCoy, 381.0f, 0.0f, 54.0f, 0, 1, false, 0)) {
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Player_Loses_Control();
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Actor_Face_Heading(kActorMcCoy, 736, false);
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Game_Flag_Reset(176);
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Game_Flag_Reset(182);
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Game_Flag_Reset(179);
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Game_Flag_Reset(180);
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Game_Flag_Reset(261);
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Game_Flag_Reset(177);
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Game_Flag_Reset(258);
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Game_Flag_Reset(178);
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int spinnerDest = Spinner_Interface_Choose_Dest(kMA01LoopOutDoorAnim, false);
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switch (spinnerDest) {
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case kSpinnerDestinationPoliceStation:
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Game_Flag_Set(178);
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Game_Flag_Reset(kFlagSpinnerToMA01);
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Game_Flag_Set(kFlagSpinnerToPS01);
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Set_Enter(kSetPS01, kScenePS01);
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Scene_Loop_Start_Special(kSceneLoopModeChangeSet, kMA01LoopOutshotRoof, true);
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break;
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case kSpinnerDestinationRuncitersAnimals:
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Game_Flag_Set(182);
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Game_Flag_Reset(kFlagSpinnerToMA01);
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Game_Flag_Set(kFlagSpinnerToRC01);
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Set_Enter(kSetRC01, kSceneRC01);
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Scene_Loop_Start_Special(kSceneLoopModeChangeSet, kMA01LoopOutshotRoof, true);
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break;
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case kSpinnerDestinationChinatown:
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Game_Flag_Set(176);
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Game_Flag_Reset(kFlagSpinnerToMA01);
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Game_Flag_Set(kFlagSpinnerToCT01);
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Set_Enter(kSetCT01_CT12, kSceneCT01);
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Scene_Loop_Start_Special(kSceneLoopModeChangeSet, kMA01LoopOutshotRoof, true);
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break;
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case kSpinnerDestinationTyrellBuilding:
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Game_Flag_Set(261);
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Game_Flag_Reset(kFlagSpinnerToMA01);
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Game_Flag_Set(kFlagSpinnerToTB02);
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Set_Enter(kSetTB02_TB03, kSceneTB02);
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Scene_Loop_Start_Special(kSceneLoopModeChangeSet, kMA01LoopOutshotRoof, true);
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break;
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case kSpinnerDestinationAnimoidRow:
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Game_Flag_Set(180);
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Game_Flag_Reset(kFlagSpinnerToMA01);
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Game_Flag_Set(kFlagSpinnerToAR01);
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Set_Enter(kSetAR01_AR02, kSceneAR01);
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Scene_Loop_Start_Special(kSceneLoopModeChangeSet, kMA01LoopOutshotRoof, true);
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break;
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case kSpinnerDestinationDNARow:
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Game_Flag_Set(177);
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Game_Flag_Reset(kFlagSpinnerToMA01);
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Game_Flag_Set(kFlagSpinnerToDR01);
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Set_Enter(kSetDR01_DR02_DR04, kSceneDR01);
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Scene_Loop_Start_Special(kSceneLoopModeChangeSet, kMA01LoopOutshotRoof, true);
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break;
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case kSpinnerDestinationBradburyBuilding:
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Game_Flag_Set(258);
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Game_Flag_Reset(kFlagSpinnerToMA01);
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Game_Flag_Set(kFlagSpinnerToBB01);
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Set_Enter(kSetBB01, kSceneBB01);
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Scene_Loop_Start_Special(kSceneLoopModeChangeSet, kMA01LoopOutshotRoof, true);
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break;
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case kSpinnerDestinationNightclubRow:
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Game_Flag_Set(181);
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Game_Flag_Reset(kFlagSpinnerToMA01);
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Game_Flag_Set(kFlagSpinnerToNR01);
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Set_Enter(kSetNR01, kSceneNR01);
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Scene_Loop_Start_Special(kSceneLoopModeChangeSet, kMA01LoopOutshotRoof, true);
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break;
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case kSpinnerDestinationHysteriaHall:
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Game_Flag_Set(257);
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Game_Flag_Reset(kFlagSpinnerToMA01);
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Game_Flag_Set(kFlagSpinnerToHF01);
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Set_Enter(kSetHF01, kSceneHF01);
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Scene_Loop_Start_Special(kSceneLoopModeChangeSet, kMA01LoopOutshotRoof, true);
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break;
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default:
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Actor_Set_Invisible(kActorMcCoy, false);
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Actor_Face_Heading(kActorMcCoy, 736, false);
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Game_Flag_Set(179);
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break;
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}
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}
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return true;
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}
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return false;
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}
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bool SceneScriptMA01::ClickedOn2DRegion(int region) {
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return false;
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}
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void SceneScriptMA01::SceneFrameAdvanced(int frame) {
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if (frame == 15) {
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Ambient_Sounds_Play_Sound(102, 70, -100, 100, 0);
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}
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if (frame == 61 || frame == 183) {
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Ambient_Sounds_Play_Sound(116, 100, 40, 0, 99);
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}
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if (frame == 107 || frame == 227) {
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Ambient_Sounds_Play_Sound(119, 100, 40, 0, 99);
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}
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if (frame == 1) {
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Ambient_Sounds_Play_Sound(118, 40, -60, 20, 99);
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}
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if (frame == 241) {
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Ambient_Sounds_Play_Sound(117, 40, 0, 0, 99);
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}
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if (frame == 58) {
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Sound_Play(122, 17, 20, 20, 50);
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}
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if ((frame == 75 || frame == 196) && Game_Flag_Query(273)) {
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Actor_Face_Heading(kActorMcCoy, 736, false);
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Actor_Change_Animation_Mode(kActorMcCoy, 42);
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Game_Flag_Reset(273);
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} else {
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if (frame == 196 && !Game_Flag_Query(273)) {
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Actor_Change_Animation_Mode(kActorMcCoy, 41);
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//return true;
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return;
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}
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if (frame == 240) {
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Player_Gains_Control();
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}
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}
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//return true;
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}
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void SceneScriptMA01::ActorChangedGoal(int actorId, int newGoal, int oldGoal, bool currentSet) {
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}
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void SceneScriptMA01::PlayerWalkedIn() {
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}
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void SceneScriptMA01::PlayerWalkedOut() {
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Actor_Set_Invisible(kActorMcCoy, false);
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Ambient_Sounds_Remove_All_Non_Looping_Sounds(true);
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Ambient_Sounds_Remove_All_Looping_Sounds(1);
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if (!Game_Flag_Query(kFlagMA01toMA06) && Global_Variable_Query(kVariableChapter) == 1) {
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Ambient_Sounds_Remove_All_Non_Looping_Sounds(true);
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Ambient_Sounds_Remove_All_Looping_Sounds(1);
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Outtake_Play(kOuttakeTowards2, true, -1);
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Outtake_Play(kOuttakeInside1, true, -1);
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Outtake_Play(kOuttakeTowards1, true, -1);
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}
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}
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void SceneScriptMA01::DialogueQueueFlushed(int a1) {
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}
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} // End of namespace BladeRunner
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